This document provides an overview of computer graphics. It discusses the definition of computer graphics, goals of computer graphics, applications of computer graphics, graphics systems including images, hardware and software. It also describes two dimensional and three dimensional images, color models, input devices like keyboards and scanners, the computation stage involving transformations and rasterization, output devices like displays, and basics of animation.
The definition ofcomputer graphics is the technology that deals with designs and pictures on computers. Computer graphics 2
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• Recognize howa visual image can be an effective means of communication • Distinguish and interpret various types of typography. • Utilize a broad range of type styles in combination with visual images. • Use a computer to create and manipulate images and text for use in various print and digital mediums. Goals of Computer Graphics 3
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Applications of ComputerGraphics o Computational biology o Computational physics o Computer-aided design o Digital art o Education o Graphic design o Information visualization o Scientific visualization o Special Effects for cinema o Video Games o Web design o Design 4
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Overview of GraphicsSystems • Images • Hardware – Input Systems – Output Systems • Software – OpenGL 5
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Two Dimensional Images •Images (at least the ones in this class) are two dimensional shapes. • The two axes we will label as X (horizontal), and Y (vertical). X Axis Y Axis (0,0) +X +Y 6
Position relative Vector displaysystem - graphical output system that was based on strokes (as opposed to pixels). Also known as: random, calligraphic, or stroke displays. 11
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Representing Objects • Mostcommon method is the VERTEX method. Define the object as a set of points with connectivity information. • Why is connectivity important? Connectivity - information that defines which vertices are connected to which other vertices via edges. Edge - connects two vertices 12
Locator Devices When queried,locator devices return a position and/or orientation. • Tablet • Joystick • Virtual Reality Trackers – Data Gloves – Digitizers 14
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Keyboard • Text input –List boxes, GUI – CAD – Modeling • Hard coded – Vertex locations are inserted into code 15
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Computation Stage • Nowthat we have a model of what we want to draw, what goes on inside the computer to generate the output? Input OutputComputation Computation Transformations Rasterization 16
Frame buffer inMemory • If we want a frame buffer of 640 pixels by 480 pixels, we should allocate: Frame buffer = 640*480 bits =307200 bits =38400 bytes =38.4 kilobytes 21
Image Quality Issues •Screen resolution • Color • Blank space between the pixels • Intentional image degradation • Brightness • Contrast • Refresh rate • Sensitivity of display to viewing angle 23
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Pixels Pixel - Thepixel (a word invented from "picture element") is the basic unit of programmable color on a computer display or in a computer image. CRT - Color triad (RGB phosphor dots) LCD - Single color element • Screen Resolution - measure of number of pixels on a screen (m by n) m - Horizontal screen resolution n - Vertical screen resolution 24
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Raster Displays • CathodeRay Tubes (CRTs), most “tube” monitors. Very common, but big. • Liquid Crystal Displays (LCDs), there are two types transmissive (laptops, new flat panel monitors) and reflective (wrist watches). 25
Liquid Crystal Displays(LCDs) • Also divided into pixels, but without an electron gun firing at a screen, LCDs have cells that either allow light to flow through, or block it. 29
Projection Displays • Usebright CRT or LCD screens to generate an image which is sent through an optical system to focus on a (usually) large screen. 31
Computer animation isa general term for a kind of visual digital display technology that simulates moving objects on-screen. Computer animation 34
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Displaying animation sequences •Movies work by fooling our eyes • A sequence of static images presented in a quick succession appears as continuous flow 35
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Displaying animation sequences •To achieve smooth animation, a sequence of images (frames) have to be presented on a screen with the speed of at least 30 per second • Animations frames can be – pre-computed in advance and pre-loaded in memory – computed in real time (e.g. movement of the cursor) 36